refactor fish prepare for polymorphism
This commit is contained in:
13
src/Entity.h
13
src/Entity.h
@@ -5,15 +5,20 @@
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#include <unordered_map>
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#include <vector>
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struct AssetPair {
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std::vector<std::string> image;
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std::vector<std::string> mask;
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};
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class Entity {
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protected:
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float x;
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float y;
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public:
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Entity() : x(0), y(0) {}
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virtual ~Entity() {}
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Entity() : x(0.0f), y(0.0f) {}
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virtual ~Entity() = default;
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inline float getX() const { return x; }
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inline float getY() const { return y; }
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float getX() const noexcept { return x; }
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float getY() const noexcept { return y; }
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};
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91
src/Fish.cpp
91
src/Fish.cpp
@@ -4,81 +4,98 @@
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#include "assets/FishAssets.h"
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#include <ncurses.h>
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Fish::Fish() : Fish(getRandomFishAsset()) {}
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std::unordered_map<char, char> Fish::color_map;
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Fish::Fish(const FishAssetRef &pair)
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: Entity(),
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speed((pair.index % 2 == 0) ? Random::floatInRange(0.25, 2.25)
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: -Random::floatInRange(0.25, 2.25)),
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image(pair.asset.image), mask(pair.asset.mask) {
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y = Random::intInRange(image.size() + 6,
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Aquarium::getInstance().getHeight() - image.size());
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Fish::Fish() : Fish(getRandomAssetIndex()) {}
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x = (speed < 0) ? Aquarium::getInstance().getWidth() : -20;
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Fish::Fish(int asset_index)
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: Entity(), image(fishAssetPairs[asset_index].image),
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mask(fishAssetPairs[asset_index].mask),
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speed(Random::floatInRange(0.25f, 2.25f)),
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moving_right(asset_index % 2 == 0) {
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const auto &aquarium = Aquarium::getInstance();
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y = Random::intInRange(static_cast<int>(image.size()) + 6,
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aquarium.getHeight() - static_cast<int>(image.size()));
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x = moving_right ? -20.0f : static_cast<float>(aquarium.getWidth());
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randomizeMask();
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}
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void Fish::randomizeMask() {
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std::unordered_map<char, char> colorMap{{'4', 'W'}};
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// Clear and rebuild color map
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color_map.clear();
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color_map['4'] = 'W'; // White is always '4'
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// Assign random colors to digits 1-3, 5-9
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for (char digit = '1'; digit <= '9'; ++digit) {
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if (digit != '4') {
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colorMap[digit] =
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availableColors[Random::intInRange(0, availableColors.size() - 1)];
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color_map[digit] = AVAILABLE_COLORS[Random::intInRange(
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0, static_cast<int>(AVAILABLE_COLORS.size()) - 1)];
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}
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}
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// Apply color mapping to mask
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for (auto &line : mask) {
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for (char &ch : line) {
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if (auto it = colorMap.find(ch); it != colorMap.end()) {
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if (auto it = color_map.find(ch); it != color_map.end()) {
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ch = it->second;
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}
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}
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}
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}
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Fish::FishAssetRef Fish::getRandomFishAsset() {
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int index =
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Random::intInRange(0, static_cast<int>(fishAssetPairs.size()) - 1);
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return FishAssetRef{index, fishAssetPairs[index]};
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int Fish::getRandomAssetIndex() {
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return Random::intInRange(0, static_cast<int>(fishAssetPairs.size()) - 1);
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}
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void Fish::update() { x += speed; }
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void Fish::update() noexcept { x += moving_right ? speed : -speed; }
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void Fish::draw(int layer) {
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Aquarium &aq = Aquarium::getInstance();
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void Fish::draw(int layer) const {
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auto &aquarium = Aquarium::getInstance();
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// Pre-allocate strings to avoid repeated allocations
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std::string current_segment;
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std::string current_colors;
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current_segment.reserve(32); // Reserve reasonable capacity
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current_colors.reserve(32);
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const int base_x = static_cast<int>(x);
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const int base_y = static_cast<int>(y);
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for (size_t i = 0; i < image.size(); ++i) {
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const std::string &row = image[i];
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const std::string &maskRow = (i < mask.size()) ? mask[i] : "";
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const std::string &mask_row = (i < mask.size()) ? mask[i] : "";
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int baseY = y + static_cast<int>(i);
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int cursorX = static_cast<int>(x);
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std::string currentSegment;
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std::string currentColors;
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int cursor_x = base_x;
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current_segment.clear();
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current_colors.clear();
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for (size_t j = 0; j < row.size(); ++j) {
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char ch = row[j];
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const char ch = row[j];
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if (ch == '?') {
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if (!currentSegment.empty()) {
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aq.drawToBackBuffer(baseY, cursorX, layer, currentSegment,
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currentColors);
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cursorX += currentSegment.size();
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currentSegment.clear();
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currentColors.clear();
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// Flush current segment if not empty
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if (!current_segment.empty()) {
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aquarium.drawToBackBuffer(base_y + static_cast<int>(i), cursor_x,
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layer, current_segment, current_colors);
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cursor_x += static_cast<int>(current_segment.size());
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current_segment.clear();
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current_colors.clear();
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}
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cursorX += 1;
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++cursor_x; // Skip transparent character
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continue;
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}
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currentSegment.push_back(ch);
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currentColors.push_back((j < maskRow.size()) ? maskRow[j] : 'k');
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current_segment.push_back(ch);
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current_colors.push_back((j < mask_row.size()) ? mask_row[j] : 'k');
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}
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if (!currentSegment.empty()) {
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aq.drawToBackBuffer(baseY, cursorX, layer, currentSegment, currentColors);
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// Flush remaining segment
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if (!current_segment.empty()) {
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aquarium.drawToBackBuffer(base_y + static_cast<int>(i), cursor_x, layer,
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current_segment, current_colors);
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}
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}
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}
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27
src/Fish.h
27
src/Fish.h
@@ -5,28 +5,23 @@
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class Fish : public Entity {
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private:
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struct FishAssetRef {
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int index;
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FishAsset &asset;
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};
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Fish(const FishAssetRef &ref);
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static bool initialized;
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const std::vector<std::string> ℑ
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std::vector<std::string> &mask;
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static constexpr std::array<char, 12> availableColors = {
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static constexpr std::array<char, 12> AVAILABLE_COLORS = {
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'c', 'C', 'r', 'R', 'y', 'Y', 'b', 'B', 'g', 'G', 'm', 'M'};
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const std::vector<std::string> ℑ
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std::vector<std::string> mask; // Copy needed for color randomization
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const float speed;
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static FishAssetRef getRandomFishAsset();
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const bool moving_right;
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static void initializeFishAssets();
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// Static color map to avoid recreation
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static std::unordered_map<char, char> color_map;
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explicit Fish(int asset_index);
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static int getRandomAssetIndex();
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void randomizeMask();
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public:
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Fish();
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void update();
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void draw(int layer);
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void update() noexcept;
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void draw(int layer) const;
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};
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@@ -1,14 +1,9 @@
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#pragma once
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#include <string>
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#include "../Entity.h"
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#include <vector>
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struct FishAsset {
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std::vector<std::string> image;
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std::vector<std::string> mask;
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};
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inline std::vector<FishAsset> fishAssetPairs = {
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inline std::vector<AssetPair> fishAssetPairs = {
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{
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{
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R"(???\)",
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